Complex(?) Terrain Filter
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Complex(?) Terrain Filter
Hey, im getting mad at terrain filtering.
i have basical tried EVERYTHING, but nothing helps.
since im mostly doing try and error here, why not ask the pros to save a few valueable hours.
so what i want is to store (les say) all Grasslands, that dont have a Mountain inside a range of 5 hexes.
how would i do that?
some tries are this:
tried this but wasnt working(?)
so which one is the correct useage?
also tried this
wont work, it loves mountains
wont work, it loves mountains
so really, im stuck here.
ofc there may be also other sources of failure involved, but i just ask a wml pro to help me out with this
the next step would be then to store all gresses with no mountans in 5 hexes and no enemies of side 1 in a radius of 10, but the latter can be solved, however, atm i have problem with the mountains, all i generate seem to make mountrain the preferred terrain
so i want a pro that says:
hey, pal, THIS is the correct useage CODE: ........
then i continue try and error with this approach
i have basical tried EVERYTHING, but nothing helps.
since im mostly doing try and error here, why not ask the pros to save a few valueable hours.
so what i want is to store (les say) all Grasslands, that dont have a Mountain inside a range of 5 hexes.
how would i do that?
some tries are this:
tried this but wasnt working(?)
Code: Select all
[store_locations]
variable=XXX
[and]
terrain=G*
radius=5
[/and]
[not]
terrain=M*
[/not]
[/store_locations]
Code: Select all
[store_locations]
variable=XXX
terrain=G*
[and]
radius=5
[not]
terrain=M*
[/not]
[/and]
[/store_locations]
Code: Select all
[store_locations]
variable=XXX
terrain=G*
[and]
radius=5
terrain=!,M*
[/and]
[/store_locations]
Code: Select all
[store_locations]
variable=XXX
[and]
terrain=G*
radius=5
[/and]
[filter_adjacent_location]
terrain=!,M*
count=1-6
[/filter_adjacent_location]
[/store_locations]
Code: Select all
[store_locations]
variable=XXX
[and]
terrain=G*
radius=5
[/and]
[not]
[filter_adjacent_location]
terrain=M*
count=1-6
[/filter_adjacent_location]
[/not]
[/store_locations]
so really, im stuck here.
ofc there may be also other sources of failure involved, but i just ask a wml pro to help me out with this
the next step would be then to store all gresses with no mountans in 5 hexes and no enemies of side 1 in a radius of 10, but the latter can be solved, however, atm i have problem with the mountains, all i generate seem to make mountrain the preferred terrain
so i want a pro that says:
hey, pal, THIS is the correct useage CODE: ........
then i continue try and error with this approach
The best bet is your own, good Taste.
Re: Complex(?) Terrain Filter
I have not read all your code examples, just in base to your desires I would try this (not tested)Mabuse wrote:so what i want is to store (les say) all Grasslands, that dont have a Mountain inside a range of 5 hexes.
how would i do that?
Code: Select all
[store_locations]
terrain=G*
[not]
terrain=M*^*
radius=5
[/not]
variable=terrain_to_change
[/store_locations]
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
World Conquest II
Re: Complex(?) Terrain Filter
yes talking about 1.12.
so thx for your advice, i think i already tried that, but it was in one of the most early stages where other errors occured as well, logically it seems the best solution, so i try it out and hopefully can solve that - and give you a postive feedback
so thx for your advice, i think i already tried that, but it was in one of the most early stages where other errors occured as well, logically it seems the best solution, so i try it out and hopefully can solve that - and give you a postive feedback
The best bet is your own, good Taste.
Re: Complex(?) Terrain Filter
Hey, it works.
thx for your post, i also had to root out a lot of other things that caused bugs.
thx for your post, i also had to root out a lot of other things that caused bugs.
The best bet is your own, good Taste.